The Meaning of Life, the Universe, and Everything.
Join Date:
9/15/2011
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Adagea
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After reading the 'Some mods' items might remove multitool status' I've been hesitant to test it out on my survival world. Could you perhaps give some detail on what would cause this to happen, and what the damage would be if it does?
Also, if it is a problem, perhaps make the multi-tool have a shared personal inventory like the ender chest, so if it ever bugs out for some reason the player can craft a new one to retrieve the items that were 'lost'.
As for the mod itself, I think it's great. It's different from what I'm used to, but in a good way. The modular customization and the fact you can disassemble just about everything back to its core parts and start over again makes it fun to experiment repeatedly with different builds, and it's not very cheap or game breaking, since early game you could easily run out of tension in the middle of a fight (I've been carrying a winding box and throwing it down like a shield occasionally while I rewind).
Hey Lumaceon, can I ask a favor of ya? Can you take that structure you made in the main post and maybe make it into a BuildCraft Blueprint for me? I really like it, and want to try it as a landmark on my SP world. For safety reasons, I suggest leaving out the Celestial Compass section, and maybe place a block where the core should belong.
After reading the 'Some mods' items might remove multitool status' I've been hesitant to test it out on my survival world. Could you perhaps give some detail on what would cause this to happen, and what the damage would be if it does?
Also, if it is a problem, perhaps make the multi-tool have a shared personal inventory like the ender chest, so if it ever bugs out for some reason the player can craft a new one to retrieve the items that were 'lost'.
As for the mod itself, I think it's great. It's different from what I'm used to, but in a good way. The modular customization and the fact you can disassemble just about everything back to its core parts and start over again makes it fun to experiment repeatedly with different builds, and it's not very cheap or game breaking, since early game you could easily run out of tension in the middle of a fight (I've been carrying a winding box and throwing it down like a shield occasionally while I rewind).
one good idea is to simply test in creative mode before trying it in your survival, it only takes a few seconds and can lead to you discovering that one wrench makes you unable to get all your tools back
also one thing to note if you were worried about it like I was considering all the states it can be in: thaumcraft wands are fine, you can even leave a cap on it with no worry
Congrats, Lumaceon! I've found your very first mod incompatibility! When Clockwork Phase is installed the recipe for Forestry's sturdy casing bugs out. It shows up in NEI, but when used as an actual crafting recipe in a crafting table it doesn't work. I'll also contact the Forestry devs.
I think I'll probably be removing the custom recipes, they seem to be causing some compatibility problems. I'd have to add another method of crafting them though (probably a custom crafting table).
After reading the 'Some mods' items might remove multitool status' I've been hesitant to test it out on my survival world. Could you perhaps give some detail on what would cause this to happen, and what the damage would be if it does?
Also, if it is a problem, perhaps make the multi-tool have a shared personal inventory like the ender chest, so if it ever bugs out for some reason the player can craft a new one to retrieve the items that were 'lost'.
As for the mod itself, I think it's great. It's different from what I'm used to, but in a good way. The modular customization and the fact you can disassemble just about everything back to its core parts and start over again makes it fun to experiment repeatedly with different builds, and it's not very cheap or game breaking, since early game you could easily run out of tension in the middle of a fight (I've been carrying a winding box and throwing it down like a shield occasionally while I rewind).
All of the items are stored as NBT data within the itemstack. Thus, if you switch to an item that completely replaces the itemstack with a new one, such as consuming the mushroom stew, then it no longer registers as a multitool; all the items are deleted. Breaking vanilla tools actually doesn't delete the items.
Tinker's Construct tools also seemed to be safe when I tested them out. I broke them, repaired them and modified them while still keeping the multitool. I'm not sure how it would work with TiC Tweaks and similar addons though.
I do like the idea of "enderchesting" it. That would probably be a much safer option, I'll look into it.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Adagea
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I've been testing with Blood Magic and ZledaSwordSkills+
So far I've been able to use all the static items from ZSS+ and the gauntlets (that surprised me), haven't tried the boomerang (because it becomes an entity and I don't know how that will affect the item).
Blood sword (and presumably other blood tools) can be transformed safely too~
Hey Lumaceon, can I ask a favor of ya? Can you take that structure you made in the main post and maybe make it into a BuildCraft Blueprint for me? I really like it, and want to try it as a landmark on my SP world. For safety reasons, I suggest leaving out the Celestial Compass section, and maybe place a block where the core should belong.
The Meaning of Life, the Universe, and Everything.
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Darkmega18
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Lumaceon I have a bug report for you! Not a crash or anything, but some kind of strange dupe. it seems to happen when I have gears stacked in the crafting menu and craft with them. EG: a 4 piece stack of copper and brass gears and then a pendant (which probably has nothing to do with the glitch, but this is just what I noticed it with) I accidentally shift clicked and ended up crafting all my gears stacked up into clockwork pieces. and so I put down a dissasembler and got them all apart but I noticed that the original first one which had the 4 copper and brass gears as a stack ended up shooting back out all four when it was meant to have only consumed 4. so by the end of turning my 4 accidental clockwork crafts back into gears I had 10 copper and brass gears instead of the original 4 (by getting back a bonus 3 from the first, a bonus 2 from the second and a bonus 1 from the 3rd since they had 4 3 and 2 in the stack used to craft them respectively). You might need to look at that. :V I'm using the latest version "clockworkphase-1.7.10_1.0b".
Lumaceon I have a bug report for you! Not a crash or anything, but some kind of strange dupe. it seems to happen when I have gears stacked in the crafting menu and craft with them. EG: a 4 piece stack of copper and brass gears and then a pendant (which probably has nothing to do with the glitch, but this is just what I noticed it with) I accidentally shift clicked and ended up crafting all my gears stacked up into clockwork pieces. and so I put down a dissasembler and got them all apart but I noticed that the original first one which had the 4 copper and brass gears as a stack ended up shooting back out all four when it was meant to have only consumed 4. so by the end of turning my 4 accidental clockwork crafts back into gears I had 10 copper and brass gears instead of the original 4 (by getting back a bonus 3 from the first, a bonus 2 from the second and a bonus 1 from the 3rd since they had 4 3 and 2 in the stack used to craft them respectively). You might need to look at that. :V I'm using the latest version "clockworkphase-1.7.10_1.0b".
Thanks for the bug reports, both of these issues should be fixed in version 1.0c.
The Meaning of Life, the Universe, and Everything.
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Uh, Btw, lumaceon... please tell me you have TeMpOrAl ArMoR coming soon. Cause I had no idea the armor looked as amazing as it did until I went on a splurge spree on clockwork upgrades and made some. O_o... and can you please add some sort of... "enchantment gear Pick", "enchantment Gear Shovel" or just some kind of.... enchanted locket that you can put enchants for armor or tools onto and then into your clockwork equipments to make enchanted clockwork so I can get some "actually good enchants" on them from thaumcraft etc. That would be basically the moment this becomes a god tier in my books. and for the armor's temporal mode I think it should need a Shift and activation key to turn on all armor as temporal and the sand is shared between all the pieces worn which when without a timesand well you get sand occasionally by taking damage. So it's basically like a "rage mode" in standard issue game settings.
However, slight bone to pick. The sword doesn't actually register as a sword and as such can't cut webs or do other stuff that swords should be able to do ... like use zelda sword skills. Which makes me sad. :< will you be fiddling with that and fixing it? oh and blocking, can't forget the blocking... please and thank you? :3
edit: and just realized... does the death collector still heal PLAYERS that die? (or did it even do so to begin with, sinced I assumed it did since you said entity and not mob in particular...?) or does it not heal anything anymore? D:
nvm. What was I thinking. people are so cautious about balance nowadays thats not something you would put in.... >_>...right? Well there goes that bit of improvised lore for the "clockwork knights" awesome power in my quest book... :V
The Meaning of Life, the Universe, and Everything.
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Actually, I like the idea of having a new type of object in the mod specifically for adding enchantments to an item. Something to add that golden touch to the inside of the clockwork. In fact, I think I'll go in depth with my ideas (take them, leave them, laugh at them if you want. I just like to brainstorm~)
So, you need an object to empower an item with enchantments. As we all know, enchantments are item specific, for example a sword doesn't typically have efficiency. It's already fairly efficient as it is. So now we have several options for the mod:
1. The simple way is to make the base tool enchantable. Well, possibly not simple, but more simple than option two.
2. An alternative way is to add another component to the tool, a modifier of sorts that can be installed into your tool like gears and mainsprings are. This item, which until I have a better idea for it, I'll call an Enchantment Orb (Orbs for short) would be unique per tool. A Sword Orb, a pickaxe Orb, an axe Orb and a shovel Orb, each of which can be individually enchanted and then switched out as needed.
Since some enchantments are incompatible with each other, you would keep different Orbs on you at any given point to swap out. For example, you might want to use silk touch on a specific block as opposed to fortune. Rather than have two tools that you move all your parts between, you keep one tool and stuff different parts into it (as this mod seems to be based around doing).
To balance out the potential power of Orbs, you could implement a modifier to the quality/speed based on what enchantments are on the orb (further complicating things for more fun!). For example, an efficiency V shovel with speed 1500+ is going to rip through things at an ungodly speed, but if the enchantment reduces quality then you'll be throwing down your winding box every few seconds. More intricate balance would be involved in a system like that, because then even the most durable main springs could take a beating.
3. Similar to the above, except rather than crafting the Enchantment Orb and enchanting it, you craft a special set of gears that have enchantments and combine them to make what I'll continue to call an Enchantment Orb, for lack of a better name. In this rendition, which is probably closer to the current core mod as is, you would craft special gears (possibly on a special crafting table, so that it can take experience as well as materials), with enchantments bound into them. These enchantment gears would for an Orb type based on the core component (sword core, axe core, etc), so it would be one core and eight compatible enchantment gears (or less if you're poor). Thus you can have a modular enchantment system in your modular tool mod.
To re-iterate balancing such over-powered ideas I'll give a similar explanation as above, making these gears subtract from quality and speed rather than add to them. The possible explanations for lore's sake are nearly endless, including perhaps that the nature of enchanted gears isn't to be efficient, but rather to be effective. Which is true.
Uh, Btw, lumaceon... please tell me you have TeMpOrAl ArMoR coming soon. Cause I had no idea the armor looked as amazing as it did until I went on a splurge spree on clockwork upgrades and made some. O_o... and can you please add some sort of... "enchantment gear Pick", "enchantment Gear Shovel" or just some kind of.... enchanted locket that you can put enchants for armor or tools onto and then into your clockwork equipments to make enchanted clockwork so I can get some "actually good enchants" on them from thaumcraft etc. That would be basically the moment this becomes a god tier in my books. and for the armor's temporal mode I think it should need a Shift and activation key to turn on all armor as temporal and the sand is shared between all the pieces worn which when without a timesand well you get sand occasionally by taking damage. So it's basically like a "rage mode" in standard issue game settings.
However, slight bone to pick. The sword doesn't actually register as a sword and as such can't cut webs or do other stuff that swords should be able to do ... like use zelda sword skills. Which makes me sad. :< will you be fiddling with that and fixing it? oh and blocking, can't forget the blocking... please and thank you? :3
edit: and just realized... does the death collector still heal PLAYERS that die? (or did it even do so to begin with, sinced I assumed it did since you said entity and not mob in particular...?) or does it not heal anything anymore? D:
nvm. What was I thinking. people are so cautious about balance nowadays thats not something you would put in.... >_>...right? Well there goes that bit of improvised lore for the "clockwork knights" awesome power in my quest book... :V
Glad you like the armor. I've been considering a temporal armor lately. The problem is that I already have a final tier of armor in mind, separate from temporal armor, and creating a middle tier might be tricky.
I'm not sure if I'll be messing with the sword. I may in the future, but we'll have to see.
The death collector no longer heals anything at all. The fact that it healed in the first place was there for lore's sake (the extractor works by splitting a timeline), but for balance it was a nightmare. There will be a lifesaving time device later on, but it won't be an extractor.
Actually, I like the idea of having a new type of object in the mod specifically for adding enchantments to an item. Something to add that golden touch to the inside of the clockwork. In fact, I think I'll go in depth with my ideas (take them, leave them, laugh at them if you want. I just like to brainstorm~)
So, you need an object to empower an item with enchantments. As we all know, enchantments are item specific, for example a sword doesn't typically have efficiency. It's already fairly efficient as it is. So now we have several options for the mod:
1. The simple way is to make the base tool enchantable. Well, possibly not simple, but more simple than option two.
2. An alternative way is to add another component to the tool, a modifier of sorts that can be installed into your tool like gears and mainsprings are. This item, which until I have a better idea for it, I'll call an Enchantment Orb (Orbs for short) would be unique per tool. A Sword Orb, a pickaxe Orb, an axe Orb and a shovel Orb, each of which can be individually enchanted and then switched out as needed.
Since some enchantments are incompatible with each other, you would keep different Orbs on you at any given point to swap out. For example, you might want to use silk touch on a specific block as opposed to fortune. Rather than have two tools that you move all your parts between, you keep one tool and stuff different parts into it (as this mod seems to be based around doing).
To balance out the potential power of Orbs, you could implement a modifier to the quality/speed based on what enchantments are on the orb (further complicating things for more fun!). For example, an efficiency V shovel with speed 1500+ is going to rip through things at an ungodly speed, but if the enchantment reduces quality then you'll be throwing down your winding box every few seconds. More intricate balance would be involved in a system like that, because then even the most durable main springs could take a beating.
3. Similar to the above, except rather than crafting the Enchantment Orb and enchanting it, you craft a special set of gears that have enchantments and combine them to make what I'll continue to call an Enchantment Orb, for lack of a better name. In this rendition, which is probably closer to the current core mod as is, you would craft special gears (possibly on a special crafting table, so that it can take experience as well as materials), with enchantments bound into them. These enchantment gears would for an Orb type based on the core component (sword core, axe core, etc), so it would be one core and eight compatible enchantment gears (or less if you're poor). Thus you can have a modular enchantment system in your modular tool mod.
To re-iterate balancing such over-powered ideas I'll give a similar explanation as above, making these gears subtract from quality and speed rather than add to them. The possible explanations for lore's sake are nearly endless, including perhaps that the nature of enchanted gears isn't to be efficient, but rather to be effective. Which is true.
Brainstorm complete for now. Critique please? <3
I actually really like number 2. Create a special "orb," enchant it like a normal tool, add it to your clockwork tool. I'll probably implement that, thanks for the suggestion.
I was wondering if you were going to add some optimization to the pocketwatch? As it is, it's a little clumsy to use. Something that would be nice is for the watch to have a key that disables it without messing with your settings. It also seems that the gravity function should only use time sand when it's function is being used, such as moving and jumping.
It would also be nice to be able to shift-scroll through the available items in the temporal multi-tool.
Just some thoughts, you can disregard them if you want to.
After thoroughly playing with this mod,I found myself quite attached to it and liking the mechanics that have been so far implemented;the tools have a vague feel to them much like the Tinker's construct tools,being customizable and immediately superior to basic ones,though the Temporal functions give them some of their own brand of fun,plus awesome appearance. I was surprised by the cross-mod work you've put in already,cobalt from Tinker's even works with mainsprings!
So helpful as the tool mechanic is,would you think of adding mining speed,mining level and attack information to the tools,as tooltips?
I also love the idea of being able to give the tools easily selected enchantments,although I suggest you only allow one or two levels of these enchantments(Sharpness,fortune,looting,haste for tools),then for the final teir switch to the pocket watch for these,if you could do it with silk touch,why not some of the others?
Have you considered blocks that will serve as alternatives to basic minecraft/modded blocks,for ore processing,cooking,creation of power that might be cross-mod,etc? Or even your own little touches outside of the overall scheme of the mod,like a custom food or just tiny,easy to use item for something really simple but infinitely helpful?
I showed this mod to some friends and they liked the borders around the brass block,so on their behalf I'd like to ask for more blocks with these borders or something similar(Chisel intregration,perhaps?)
Lastly,I think the idea of a clockwork rifle is wonderful!It fits the steampunk feel(loosely) and it could fire brass nuggets,along with temporal ones for special damage,like armour piercing or some kind of crazy timey-wimey effect.Plus,a rifle might be something to satisfy that "I want a gun in minecraft but some kind of silly modern fully automatic thing straight out of COD" thing(This might just be me)
Lovely mod,I hope it gets even better and soon,there's so much potential and a lot of fun in this so far,plus the snazziness of the giant clock and tools. Hope smashing bugs goes well and this mod gets additional popularity,to the level of common mods used in things like FTB
Edit: This mod is confusing at first,would you consider adding an ingame book or set of books to walk people through the functions,crafting,use of the blocks and the sand system?
Also, if it is a problem, perhaps make the multi-tool have a shared personal inventory like the ender chest, so if it ever bugs out for some reason the player can craft a new one to retrieve the items that were 'lost'.
As for the mod itself, I think it's great. It's different from what I'm used to, but in a good way. The modular customization and the fact you can disassemble just about everything back to its core parts and start over again makes it fun to experiment repeatedly with different builds, and it's not very cheap or game breaking, since early game you could easily run out of tension in the middle of a fight (I've been carrying a winding box and throwing it down like a shield occasionally while I rewind).
For those who forgot since reading this, here.
one good idea is to simply test in creative mode before trying it in your survival, it only takes a few seconds and can lead to you discovering that one wrench makes you unable to get all your tools back
also one thing to note if you were worried about it like I was considering all the states it can be in: thaumcraft wands are fine, you can even leave a cap on it with no worry
I think I'll probably be removing the custom recipes, they seem to be causing some compatibility problems. I'd have to add another method of crafting them though (probably a custom crafting table).
All of the items are stored as NBT data within the itemstack. Thus, if you switch to an item that completely replaces the itemstack with a new one, such as consuming the mushroom stew, then it no longer registers as a multitool; all the items are deleted. Breaking vanilla tools actually doesn't delete the items.
Tinker's Construct tools also seemed to be safe when I tested them out. I broke them, repaired them and modified them while still keeping the multitool. I'm not sure how it would work with TiC Tweaks and similar addons though.
I do like the idea of "enderchesting" it. That would probably be a much safer option, I'll look into it.
So far I've been able to use all the static items from ZSS+ and the gauntlets (that surprised me), haven't tried the boomerang (because it becomes an entity and I don't know how that will affect the item).
Blood sword (and presumably other blood tools) can be transformed safely too~
http://paste.ee/p/mV0zc
I haven't used the builder a lot, but hopefully this will work for you.
I'm aware of a few issues my recipes are causing. Planning a proper fix for this.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Thanks for the bug reports, both of these issues should be fixed in version 1.0c.
However, slight bone to pick. The sword doesn't actually register as a sword and as such can't cut webs or do other stuff that swords should be able to do ... like use zelda sword skills. Which makes me sad. :< will you be fiddling with that and fixing it? oh and blocking, can't forget the blocking... please and thank you? :3
edit: and just realized... does the death collector still heal PLAYERS that die? (or did it even do so to begin with, sinced I assumed it did since you said entity and not mob in particular...?) or does it not heal anything anymore? D:
nvm. What was I thinking. people are so cautious about balance nowadays thats not something you would put in.... >_>...right? Well there goes that bit of improvised lore for the "clockwork knights" awesome power in my quest book... :V
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
1. The simple way is to make the base tool enchantable. Well, possibly not simple, but more simple than option two.
2. An alternative way is to add another component to the tool, a modifier of sorts that can be installed into your tool like gears and mainsprings are. This item, which until I have a better idea for it, I'll call an Enchantment Orb (Orbs for short) would be unique per tool. A Sword Orb, a pickaxe Orb, an axe Orb and a shovel Orb, each of which can be individually enchanted and then switched out as needed.
Since some enchantments are incompatible with each other, you would keep different Orbs on you at any given point to swap out. For example, you might want to use silk touch on a specific block as opposed to fortune. Rather than have two tools that you move all your parts between, you keep one tool and stuff different parts into it (as this mod seems to be based around doing).
To balance out the potential power of Orbs, you could implement a modifier to the quality/speed based on what enchantments are on the orb (further complicating things for more fun!). For example, an efficiency V shovel with speed 1500+ is going to rip through things at an ungodly speed, but if the enchantment reduces quality then you'll be throwing down your winding box every few seconds. More intricate balance would be involved in a system like that, because then even the most durable main springs could take a beating.
3. Similar to the above, except rather than crafting the Enchantment Orb and enchanting it, you craft a special set of gears that have enchantments and combine them to make what I'll continue to call an Enchantment Orb, for lack of a better name. In this rendition, which is probably closer to the current core mod as is, you would craft special gears (possibly on a special crafting table, so that it can take experience as well as materials), with enchantments bound into them. These enchantment gears would for an Orb type based on the core component (sword core, axe core, etc), so it would be one core and eight compatible enchantment gears (or less if you're poor). Thus you can have a modular enchantment system in your modular tool mod.
To re-iterate balancing such over-powered ideas I'll give a similar explanation as above, making these gears subtract from quality and speed rather than add to them. The possible explanations for lore's sake are nearly endless, including perhaps that the nature of enchanted gears isn't to be efficient, but rather to be effective. Which is true.
Glad you like the armor. I've been considering a temporal armor lately. The problem is that I already have a final tier of armor in mind, separate from temporal armor, and creating a middle tier might be tricky.
I'm not sure if I'll be messing with the sword. I may in the future, but we'll have to see.
The death collector no longer heals anything at all. The fact that it healed in the first place was there for lore's sake (the extractor works by splitting a timeline), but for balance it was a nightmare. There will be a lifesaving time device later on, but it won't be an extractor.
I actually really like number 2. Create a special "orb," enchant it like a normal tool, add it to your clockwork tool. I'll probably implement that, thanks for the suggestion.
It would also be nice to be able to shift-scroll through the available items in the temporal multi-tool.
Just some thoughts, you can disregard them if you want to.
So helpful as the tool mechanic is,would you think of adding mining speed,mining level and attack information to the tools,as tooltips?
I also love the idea of being able to give the tools easily selected enchantments,although I suggest you only allow one or two levels of these enchantments(Sharpness,fortune,looting,haste for tools),then for the final teir switch to the pocket watch for these,if you could do it with silk touch,why not some of the others?
Have you considered blocks that will serve as alternatives to basic minecraft/modded blocks,for ore processing,cooking,creation of power that might be cross-mod,etc? Or even your own little touches outside of the overall scheme of the mod,like a custom food or just tiny,easy to use item for something really simple but infinitely helpful?
I showed this mod to some friends and they liked the borders around the brass block,so on their behalf I'd like to ask for more blocks with these borders or something similar(Chisel intregration,perhaps?)
Lastly,I think the idea of a clockwork rifle is wonderful!It fits the steampunk feel(loosely) and it could fire brass nuggets,along with temporal ones for special damage,like armour piercing or some kind of crazy timey-wimey effect.Plus,a rifle might be something to satisfy that "I want a gun in minecraft but some kind of silly modern fully automatic thing straight out of COD" thing(This might just be me)
Lovely mod,I hope it gets even better and soon,there's so much potential and a lot of fun in this so far,plus the snazziness of the giant clock and tools. Hope smashing bugs goes well and this mod gets additional popularity,to the level of common mods used in things like FTB
Edit: This mod is confusing at first,would you consider adding an ingame book or set of books to walk people through the functions,crafting,use of the blocks and the sand system?